US20130253675A1 - Load balancing for game - Google Patents
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- US20130253675A1 US20130253675A1 US13/426,868 US201213426868A US2013253675A1 US 20130253675 A1 US20130253675 A1 US 20130253675A1 US 201213426868 A US201213426868 A US 201213426868A US 2013253675 A1 US2013253675 A1 US 2013253675A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
Definitions
- MMORPG massive multiplayer online role playing game
- the existing infrastructures for implementing a cloud computing environment are typically adapted to business applications, such as an e-mail application and a word processor, that run on personal computers, so that it is difficult to efficiently implement an online game.
- business applications such as an e-mail application and a word processor
- an online game such as an MMORPG requires real-time transfer of information to clients in a virtual world, communication between the database server and a game server tends to become a bottleneck.
- a method may include analyzing a status of a player character located in a virtual space, the virtual space being configured to have a plurality of areas and the player character being located in a first area among the plurality of areas; calculating a probability of movement of the player character from the first area to a second area among the plurality of areas based at least in part on the analyzed status; and calculating an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the calculated probability.
- a method may include dynamically configuring data caches for database servers based at least in part on status and predicted positions of game characters; and caching game data requested by game players associated with the game characters based at least in part on the dynamic configuration.
- a load balancer may include a player status analyzer configured to analyze a status of a player character located in a virtual space, the virtual space being configured to have a plurality of areas and the player character being located in a first area among the plurality of areas; a cache manager configured to associate the plurality of areas of the virtual space with a plurality of cache servers, wherein each cache server caches from a database server information on an area allocated thereto; a movement probability calculator configured to calculate a probability of movement of the player character from the first area to a second area among the plurality of areas; and a copy factor calculator configured to calculate amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the probability calculated by the movement probability calculator.
- computer-readable storage medium may store a program for implementing load balancing between a database server storing game data and a game server
- the program may include a cache managing module configured to manage association between areas in a virtual space and cache servers, each of which caches from the database server some of the game data associated with a corresponding area; and a copy factor calculating module configured to calculate amount of cached data to copy from a second cache server corresponding to a second area to a first cache server corresponding to a first area based at least in part on probability of movement of a game character from the first area to the second area and distance between the first area and the second area.
- FIG. 1 schematically shows an illustrative example of an environment where a load balancer provides load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein;
- FIGS. 2 (A)-(B) respectively show an illustrative example of a mesh structure for associating between cache servers and virtual space areas, and an illustrative example of copying cached data among the cache servers, arranged in accordance with at least some embodiments described herein;
- FIG. 3 shows a schematic block diagram of an illustrative example of a load balancer configured to provide load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein;
- FIG. 4 schematically shows an illustrative example system configured to provide load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein;
- FIG. 5 shows an example flow diagram of a process for providing load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein;
- FIG. 6 illustrates computer program products that can be utilized to provide load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein;
- FIG. 7 is a block diagram illustrating an example computing device that can be utilized to provide load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein.
- This disclosure is generally drawn, inter alia, to methods, apparatus, systems, devices, and computer program products related to load balancing in a cloud computing environment hosting a mobile service involving an online game such as an MMORPG.
- a load balancer configured to provide load balancing for a game between a database server and a game server.
- the game in a cloud computing environment may be implemented using three server layers including a gateway server, a game server and a database server.
- the load balancer may provide the load balancing between the database server and the game server to resolve a communication bottleneck therebetween due to increases in traffic.
- the load balancer may provide the load balancing between the database server and the game server to resolve the communication bottleneck caused by retrieval of a large volume of game data regarding virtual space of the game.
- the load balancer may dynamically configure data caches for the database server based at least in part on at least one of a position and status of a player character in the virtual space of the game, and cache game data requested by a user (or a player) based at least in part on the dynamic configuration, thereby speeding up data accesses from the game server to the database server.
- multiple cache servers such as in-memory cache servers, that cache data retrieved from the database server may be used to reduce the number of accesses from the game server to the database server.
- the load balancer may manage copies of data among the multiple cache servers.
- the load balancer may divide the virtual space into multiple areas, and manage the multiple cache servers such that each of the cache servers caches from the database server game data regarding one of the areas.
- the load balancer may manage association between the cache servers and the areas.
- the load balancer may receive a request for game data from the user, and calculate a probability of movement of the player character from a first area to a second area, based at least in part on a status of the player character analyzed with reference to the received request.
- the load balancer may calculate the probability statically in advance by using map information in the virtual space.
- the load balancer may then calculate a copy factor from a second cache server corresponding to the second area to a first cache server corresponding to the first area, i.e., an amount of cached data to copy from the second cache server to the first cache server, based at least in part on the calculated probability.
- the cache servers may be configured to dynamically and/or automatically store information regarding areas to which player characters are likely to move, thereby reducing the number of accesses from the game server to the database server.
- the load balancer may be implemented as a network appliance that is independent of the game server and the database server.
- the load balancer may be introduced in a cloud computing environment without considerably modifying existing infrastructure and applications, to improve response speed and service providing capacity of the online game service.
- FIG. 1 schematically shows an illustrative example of an environment in which a load balancer provides load balancing between a database server and a game server in accordance with at least some embodiments described herein.
- a user client 110 may send to a game server 120 a request for game data, which may be stored in a database server 130 .
- the request maybe associated with at least one of an action and movement of a player character of a game for an online game service provided by game server 120 .
- database server 130 may store the game data regarding a virtual space of the game, in which one or more player characters may exist.
- cache servers 140 - 1 , 140 - 2 , . . . , 140 - n may cache at least some of the game data stored in database server 130 .
- cache servers 140 - 1 , 140 - 2 , . . . , 140 - n may respectively cache from database server 130 at least some of the game data associated with one of multiple areas in the virtual space.
- cache servers 140 - 1 , 140 - 2 , . . . , 140 - n may be in-memory cache servers.
- respective sizes of the areas may vary depending on total number of cache servers 140 - 1 , 140 - 2 , . . . , 140 - n provided in the cloud computing environment and/or memory capacity of cache servers 140 - 1 , 140 - 2 , . . . , 140 - n .
- the area size may be set to be relatively small, while in cases in which the number of cache servers 140 - 1 , 140 - 2 , . . . , 140 - n is not sufficient and/or the memory capacity thereof is small, the area size may be set to be relatively large.
- a load balancer 150 may manage an association between cache servers 140 - 1 , 140 - 2 , . . . , 140 - n and the areas of the virtual space.
- load balancer 150 may allocate cache servers 140 - 1 , 140 - 2 , . . . , 140 - n respectively to areas 160 - 1 , 160 - 2 , . . . , 160 - n , and make cache servers 140 - 1 , 140 - 2 , . . . , 140 - n respectively cache or retrieve from database server 130 the game data associated with areas 160 - 1 , 160 - 2 , . . . , 160 - n.
- load balancer 150 may also receive from game server 120 the request from user client 110 . Then, load balancer 150 may analyze the received request and may acquire therefrom status information of a player character associated with user client 110 .
- the status information may include at least one of position information, level information, equipment information, party organization information, quest information and transfer means information of the player character.
- load balancer 150 may also calculate a probability of movement of the player character in the virtual space among areas based at least in part on the status information acquired from the request.
- load balancer 150 may calculate probability of movement of the player character in the virtual space from the current location thereof to other areas in the virtual space, by taking into consideration a distance between the current location and the other areas.
- load balancer 150 may also calculate a copy factor among cache servers 140 - 1 , 140 - 2 , . . . , 140 - n , i.e., an amount of cached data to copy among cache servers 140 - 1 , 140 - 2 , . . . , 140 - n , based at least in part on the calculated probability.
- load balancer 150 may calculate the copy factor from cache server 140 - 2 corresponding to area 160 - 2 to cache server 140 - 1 corresponding to area 160 - 1 , i.e., the amount of cached data to copy from cache server 140 - 2 corresponding to area 160 - 2 to cache server 140 - 1 corresponding to area 160 - 1 , based at least in part on the calculated probability of movement of the player character associated with user client 110 from area 160 - 1 to area 160 - 2 .
- the copy factor from cache server 140 - 2 to cache server 140 - 1 may increase as the calculated probability of movement from area 160 - 1 to area 160 - 2 increases.
- the copy factor from cache server 140 - 2 to cache server 140 - 1 may decrease as a distance between area 160 - 1 and area 160 - 2 increases.
- copy_factor(x 1 y 1 , x 2 y 2 ) may be calculated in accordance with example Formula I as follows:
- item_count(x 2 y 2 ) denotes amount of cached data in the cache server corresponding to point x 2 y 2 ; probability(x 1 y 1 , x 2 y 2 ) denotes the probability of movement of the player character associated with user client 110 from point x 1 y 1 to point x 2 y 2 ; and distance(x 1 y 1 , x 2 y 2 ) denotes a distance from point x 1 y 1 to point x 2 y 2 in the virtual space.
- load balancer 150 may dynamically manage or configure cache servers 140 - 1 , 140 - 2 , . . . , 140 - n by copying the calculated amount of cached data among cache servers 140 - 1 , 140 - 2 , . . . , 140 - n based at least in part on the copy factor calculated in accordance with Formula I above, thereby providing load balancing between database server 130 and game server 120 .
- FIGS. 2 (A)-(B) respectively show an illustrative example of a mesh structure for associating between cache servers and virtual space areas, and an illustrative example of copying cached data among the cache servers in accordance with at least some embodiments described herein.
- virtual space 200 may be divided into multiple areas 210 - 1 , 210 - 2 , . . . , 210 - 25 .
- FIGS. 2 (A)-(B) illustrate that space 200 is divided into twenty-five same-sized areas 210 - 1 , 210 - 2 , . . . , 210 - 25 , it should be appreciated by one skilled in the relevant art that space 200 may also be divided into any number of and/or any sizes of areas.
- game data regarding areas 210 - 1 , 210 - 2 , . . . , 210 - 25 may be stored in a database server (e.g., database server 130 ).
- Multiple cache servers e.g., cache servers 140 - 1 , 140 - 2 , . . . , 140 - n ) may retrieve and/or cache game data regarding areas 210 - 1 , 210 - 2 , . . . , 210 - 25 from the database server to reduce number of accesses to the database server.
- each of the multiple cache servers may be associated with or allocated to each of areas 210 - 1 , 210 - 2 , . . . , 210 - 25 , and cache the game data regarding the corresponding one of areas 210 - 1 , 210 - 2 , . . . , 210 - 25 .
- a load balancer may calculate probabilities of movement of the player character from area 210 - 14 to other areas, and may calculate copy factors from other cache servers corresponding to the other areas to a cache server corresponding to area 210 - 14 .
- the load balancer finds and calculates the probabilities of movement of the player character from area 210 - 14 to other areas as depicted in FIG. 2(A) , and finds the amount of cached data in each of the cache servers corresponding to the areas as depicted in FIG.
- the load balancer may calculate the respective copy factors from the cache servers corresponding to the other areas from the cache server corresponding to area 210 - 14 in accordance with Formula I above.
- the load balancer may dynamically manage or configure the cache servers by copying the cached data among cache servers based at least in part on the copy factor calculated in accordance with Formula I above, thereby providing load balancing between the database server and a game server.
- FIG. 3 shows a schematic block diagram of an illustrative example of a load balancer configured to provide load balancing between a database server and a game server in accordance with at least some embodiments described herein.
- a load balancer 150 may include a receiving unit 310 , a player status analyzer 320 , a cache manager 330 , a movement probability calculator 340 , a copy factor calculator 350 and an instructing unit 360 .
- various components may be divided into additional components, combined into fewer components, or eliminated altogether while being contemplated within the scope of the disclosed subject matter.
- Receiving unit 310 may be configured to receive a request for a player character from a user client of a game.
- the request for the player character may be associated with at least one of an action and movement of the player character.
- the action of the player character may be associated with an action using a transfer means in a virtual space of the game.
- Player status analyzer 320 may be configured to analyze a status of the player character located in the virtual space.
- the virtual space may be configured to have multiple areas and the player character may be located in a first area among the multiple areas.
- the status of the player character may be associated with information of position of the player character, information of level of the player character, information of equipment of the player character, organization information of party including the player character, information of quest of the player character and information of transfer means which the player character is using.
- player status analyzer 320 may analyze the status of the player character based on the request for the player character.
- the request may include information of the player character
- player status analyzer 320 may obtain the information of the player character from the request and analyze the status of the player character using the acquired information.
- Cache manager 330 may be configured to associate the multiple areas (e.g., areas 160 - 1 , 160 - 2 , . . . , 160 - n ) of the virtual space with multiple cache servers (e.g., cache servers 140 - 1 , 140 - 2 , . . . , 140 - n ).
- each of the cache servers may cache from a database server (e.g., database server 130 ) information on an area allocated thereto.
- the cache servers may include in-memory cache servers.
- Movement probability calculator 340 may be configured to calculate a probability of movement of the player character from the first area to a second area among the multiple areas. In some embodiments, movement probability calculator 340 may calculate the probability based at least in part on the status of the player analyzed by player status analyzer 320 , such as the information of level of the player character, the organization information of party including the player character, the information of quest of the player character and the information of transfer means which the player character is using.
- Copy factor calculator 350 may be configured to calculate a copy factor from a second cache server corresponding to the second area to a first cache server corresponding to the first area, that is, amount of cached data to copy from the second cache server corresponding to the second area to the first cache server corresponding to the first area based at least in part on the probability of movement calculated by movement probability calculator 340 . In some embodiments, copy factor calculator 350 may calculate the amount of cached data to copy from the second cache server to the first cache server considering a distance between the first area and the second area.
- Instructing unit 360 may be configured to instruct cache manager 330 to copy data associated with the second area from the second cache server to the first cache server based at least in part on the amount of cache copy calculated by copy factor calculator 350 , thereby providing load balancing between the database server and the game server.
- the data associated with the second area include at least one of environmental information of the second area and information of the player character at the second area.
- the environment information of the first area and the environment information of the second area may include weather information of the first area and the second area, respectively.
- FIG. 4 schematically shows an illustrative example system configured to provide load balancing between a database server and a game server in accordance with at least some embodiments described herein.
- a game program such as, for example, massive multiplayer online role playing game (MMORPG) program
- MMORPG massive multiplayer online role playing game
- user client 110 may send to game server 120 a request for game data related to a player character in a virtual space, which may be stored in database server 130 .
- game server 120 may send the received request to load balancer 150 .
- receiving unit 310 in load balancer 150 may receive the request for game data from game server. Then, receiving unit 310 may send the received request to player status analyzer 320 . In some embodiments, player status analyzer 320 may analyze a status of the player character based on the request, which is associated with an action or movement of the player character.
- cache manager 330 in load balancer 150 which may manage an association between cache servers 140 - 1 , 140 - 2 , . . . , 140 - n and virtual space areas, may find relevant cache servers including a cache server corresponding to the current location of the player character based at least in part on the status of the player character analyzed by player status analyzer 320 .
- movement probability calculator 340 in load balancer 150 may calculate a probability of movement of the player character from a first virtual space area, to which the current location of the player character may belong, to a second virtual space area, based at least in part on the status of the player character analyzed by player status analyzer 320 .
- copy factor calculator 350 in load balancer 150 may calculate an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the probability calculated by movement probability calculator 340 .
- instructing unit 360 may instruct cache manager 330 to copy data associated with the second area from the second cache server to the first cache server based at least in part on the calculated amount of cache copy.
- load balancer 150 may dynamically manage or configure cache servers 140 - 1 , 140 - 2 , . . . , 140 - n by copying the calculated amount of cached data from the second cache server to the first cache server based at least in part on the amount of cached data to copy from the second cache server to the first cache server calculated by copy factor calculator 350 .
- FIG. 5 shows an example flow diagram of a process for providing load balancing between a database server and a game server in accordance with at least some embodiments described herein.
- the method in FIG. 5 may be implemented in a load balancer such as load balancer 150 including receiving unit 310 , player status analyzer 320 , cache manager 330 , movement probability calculator 340 , copy factor calculator 350 and instructing unit 360 discussed above.
- An example process may include one or more operations, actions, or functions as illustrated by one or more blocks 500 , 510 , 520 and/or 530 . Although illustrated as discrete blocks, various blocks may be divided into additional blocks, combined into fewer blocks, or eliminated, depending on the desired implementation. Processing may begin at block 500 .
- the load balancer may receive a request related to a player character located in a virtual space from a player of a game associated with the player character.
- the request may be associated with at least one of an action and movement of the player character.
- the virtual space may be configured to have multiple areas and the player character may be located in a first area among the multiple areas. Processing may continue from block 500 to block 510 .
- the load balancer may analyze a status of the player character based at least in part on the request related to the player character.
- the status of the player character is associated with at least one of position information, level information, equipment information, party organization information, quest information and transfer means information of the player character. Processing may continue from block 510 to block 520 .
- the load balancer may calculate a probability of movement of the player character from the first area to a second area among the multiple areas. In some embodiments, the load balancer may calculate the probability based at least in part on the analyzed status. By way of example, but not limitation, the load balancer may calculate the probability considering the information of level of the player character, the organization information of party including the player character, the information of quest of the player character and the information of transfer means which the player character is using. Processing may continue from block 520 to block 530 .
- the load balancer may calculate an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area, i.e., a copy factor from the second cache server to the first cache server.
- the load balancer may calculate the amount of cached data to copy based at least in part on the calculated probability.
- the load balancer may calculate the amount of cached data to copy further based on a distance between the first area and the second area.
- the first cache server and the second cache server may respectively cache from a database server information on the first area and information on the second area.
- the load balancer may dynamically manage or configure the cache servers by copying the calculated amount of cached data from the second cache server to the first cache server.
- FIG. 6 illustrates computer program products that may be utilized to provide load balancing between a database server and a game server in accordance with at least some embodiments described herein.
- Program product 600 may include a signal bearing medium 602 .
- Signal bearing medium 602 may include one or more instructions 604 that, when executed by, for example, a processor, may provide the functionality described above with respect to FIGS. 1-5 .
- instructions 604 may include: one or more instructions for managing association between areas in a virtual space and cache servers, each of which caches from the database server some of the game data associated with a corresponding area; one or more instructions for calculating amount of cached data to copy from a second cache server corresponding to a second area to a first cache server corresponding to a first area based at least in part on probability of movement of a game character from the first area to the second area and distance between the first area and the second area.
- load balancer 150 may undertake one or more of the blocks shown in FIG. 5 in response to instructions 604 .
- signal bearing medium 602 may encompass a computer-readable medium 606 , such as, but not limited to, a hard disk drive, a CD, a DVD, a digital tape, memory, etc.
- signal bearing medium 602 may encompass a recordable medium 608 , such as, but not limited to, memory, read/write (R/W) CDs, R/W DVDs, etc.
- signal bearing medium 602 may encompass a communications medium 610 , such as, but not limited to, a digital and/or an analog communication medium (e.g., a fiber optic cable, a waveguide, a wired communications link, a wireless communication link, etc.).
- program product 600 may be conveyed to one or more modules of load balancer 150 by an RF signal bearing medium 602 , where the signal bearing medium 602 is conveyed by a wireless communications medium 610 (e.g., a wireless communications medium conforming with the IEEE 802.11 standard).
- a wireless communications medium 610 e.g., a wireless communications medium conforming with the IEEE 802.11 standard.
- FIG. 7 is a block diagram illustrating an example computing device that may be utilized to provide a load balancing between a database server and a game server in accordance with at least some embodiments described herein.
- elements of computing device 700 may be arranged or configured for a cloud computing system hosting a mobile service involving an online game such as an MMORPG.
- computing device 700 typically includes one or more processors 704 and a system memory 706 .
- a memory bus 708 may be used for communicating between processor 704 and system memory 706 .
- processor 704 may be of any type including but not limited to a microprocessor ( ⁇ P), a microcontroller ( ⁇ C), a digital signal processor (DSP), or any combination thereof.
- Processor 704 may include one more levels of caching, such as a level one cache 710 and a level two cache 712 , a processor core 714 , and registers 716 .
- An example processor core 714 may include an arithmetic logic unit (ALU), a floating point unit (FPU), a digital signal processing core (DSP Core), or any combination thereof.
- An example memory controller 718 may also be used with processor 704 , or in some implementations memory controller 718 may be an internal part of processor 704 .
- system memory 706 may be of any type including but not limited to volatile memory (such as RAM), non-volatile memory (such as ROM, flash memory, etc.) or any combination thereof.
- System memory 706 may include an operating system 720 , one or more applications 722 , and program data 724 .
- Application 722 may include instructions 726 that may be arranged to perform the functions as described herein including the actions described with respect to the architecture of load balancer 150 as shown in FIG. 3 or including the actions described with respect to the flow charts shown in FIG. 5 .
- Program data 724 may include data that may be utilized for implementing instructions 726 (e.g., a mesh structure for associating between cache servers and virtual space areas).
- application 722 may be arranged to operate with program data 724 on an operating system 720 such that implementations for instructions for a load balancer as described herein.
- Computing device 700 may have additional features or functionality, and additional interfaces to facilitate communications between basic configuration 702 and any required devices and interfaces.
- a bus/interface controller 730 may be used to facilitate communications between basic configuration 702 and one or more data storage devices 732 via a storage interface bus 734 .
- Data storage devices 732 may be removable storage devices 736 , non-removable storage devices 738 , or a combination thereof. Examples of removable storage and non-removable storage devices include magnetic disk devices such as flexible disk drives and hard-disk drives (HDD), optical disk drives such as compact disk (CD) drives or digital versatile disk (DVD) drives, solid state drives (SSD), and tape drives to name a few.
- Example computer storage media may include volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information, such as computer readable instructions, data structures, program modules, or other data.
- Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which may be used to store the desired information and which may be accessed by computing device 700 . Any such computer storage media may be part of computing device 700 .
- Computing device 700 may also include an interface bus 740 for facilitating communication from various interface devices (e.g., output devices 742 , peripheral interfaces 744 , and communication devices 746 ) to basic configuration 702 via bus/interface controller 730 .
- Example output devices 742 include a graphics processing unit 748 and an audio processing unit 750 , which may be configured to communicate to various external devices such as a display or speakers via one or more A/V ports 752 .
- Example peripheral interfaces 744 include a serial interface controller 754 or a parallel interface controller 756 , which may be configured to communicate with external devices such as input devices (e.g., keyboard, mouse, pen, voice input device, touch input device, etc.) or other peripheral devices (e.g., printer, scanner, etc.) via one or more I/O ports 758 .
- An example communication device 746 includes a network controller 760 , which may be arranged to facilitate communications with one or more other computing devices 762 over a network communication link via one or more communication ports 764 .
- the network communication link may be one example of a communication media.
- Communication media may typically be embodied by computer readable instructions, data structures, program modules, or other data in a modulated data signal, such as a carrier wave or other transport mechanism, and may include any information delivery media.
- a “modulated data signal” may be a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal.
- communication media may include wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, radio frequency (RF), microwave, infrared (IR) and other wireless media.
- RF radio frequency
- IR infrared
- the term computer readable media as used herein may include both storage media and communication media.
- Computing device 700 may be implemented as a portion of a small-form factor portable (or mobile) electronic device such as a cell phone, a personal data assistant (PDA), a personal media player device, a wireless web-watch device, a personal headset device, an application specific device, or a hybrid device that include any of the above functions.
- a small-form factor portable (or mobile) electronic device such as a cell phone, a personal data assistant (PDA), a personal media player device, a wireless web-watch device, a personal headset device, an application specific device, or a hybrid device that include any of the above functions.
- PDA personal data assistant
- Computing device 700 may also be implemented as a personal computer including both laptop computer and non-laptop computer configurations.
- a range includes each individual member.
- a group having 1-3 cells refers to groups having 1, 2, or 3 cells.
- a group having 1-5 cells refers to groups having 1, 2, 3, 4, or 5 cells, and so forth.
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Abstract
Description
- The number of users enjoying online games such as a massive multiplayer online role playing game (MMORPG) is increasing. For example, the number of users of World of Warcraft, managed by Blizzard® Entertainment in the U.S., exceeds 12 million around the world. As the numbers of users enjoying the online games increases as stated above, scale-out using cloud computing systems becomes important.
- However, the existing infrastructures for implementing a cloud computing environment are typically adapted to business applications, such as an e-mail application and a word processor, that run on personal computers, so that it is difficult to efficiently implement an online game. Specifically, since an online game such as an MMORPG requires real-time transfer of information to clients in a virtual world, communication between the database server and a game server tends to become a bottleneck.
- In an example, a method may include analyzing a status of a player character located in a virtual space, the virtual space being configured to have a plurality of areas and the player character being located in a first area among the plurality of areas; calculating a probability of movement of the player character from the first area to a second area among the plurality of areas based at least in part on the analyzed status; and calculating an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the calculated probability.
- In another example, a method may include dynamically configuring data caches for database servers based at least in part on status and predicted positions of game characters; and caching game data requested by game players associated with the game characters based at least in part on the dynamic configuration.
- In yet another example, a load balancer may include a player status analyzer configured to analyze a status of a player character located in a virtual space, the virtual space being configured to have a plurality of areas and the player character being located in a first area among the plurality of areas; a cache manager configured to associate the plurality of areas of the virtual space with a plurality of cache servers, wherein each cache server caches from a database server information on an area allocated thereto; a movement probability calculator configured to calculate a probability of movement of the player character from the first area to a second area among the plurality of areas; and a copy factor calculator configured to calculate amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the probability calculated by the movement probability calculator.
- In yet another example, computer-readable storage medium may store a program for implementing load balancing between a database server storing game data and a game server, and the program may include a cache managing module configured to manage association between areas in a virtual space and cache servers, each of which caches from the database server some of the game data associated with a corresponding area; and a copy factor calculating module configured to calculate amount of cached data to copy from a second cache server corresponding to a second area to a first cache server corresponding to a first area based at least in part on probability of movement of a game character from the first area to the second area and distance between the first area and the second area.
- The foregoing summary is illustrative only and is not intended to be in any way limiting. In addition to the illustrative aspects, embodiments, and features described above, further aspects, embodiments, and features will become apparent by reference to the drawings and the following detailed description.
- The foregoing and other features of this disclosure will become more apparent from the following description and appended claims, taken in conjunction with the accompanying drawings. Understanding that these drawings depict only several embodiments in accordance with the disclosure and are, therefore, not to be considered limiting of its scope, the disclosure will be described with additional specificity and detail through use of the accompanying drawings, in which:
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FIG. 1 schematically shows an illustrative example of an environment where a load balancer provides load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein; - FIGS. 2(A)-(B) respectively show an illustrative example of a mesh structure for associating between cache servers and virtual space areas, and an illustrative example of copying cached data among the cache servers, arranged in accordance with at least some embodiments described herein;
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FIG. 3 shows a schematic block diagram of an illustrative example of a load balancer configured to provide load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein; -
FIG. 4 schematically shows an illustrative example system configured to provide load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein; -
FIG. 5 shows an example flow diagram of a process for providing load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein; -
FIG. 6 illustrates computer program products that can be utilized to provide load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein; and -
FIG. 7 is a block diagram illustrating an example computing device that can be utilized to provide load balancing between a database server and a game server, arranged in accordance with at least some embodiments described herein. - In the following detailed description, reference is made to the accompanying drawings, which form a part hereof. In the drawings, similar symbols typically identify similar components, unless context dictates otherwise. The illustrative embodiments described in the detailed description, drawings, and claims are not meant to be limiting. Other embodiments may be utilized, and other changes may be made, without departing from the spirit or scope of the subject matter presented herein. It will be readily understood that the aspects of the present disclosure, as generally described herein, and illustrated in the Figures, can be arranged, substituted, combined, separated, and designed in a wide variety of different configurations, all of which are explicitly contemplated herein.
- This disclosure is generally drawn, inter alia, to methods, apparatus, systems, devices, and computer program products related to load balancing in a cloud computing environment hosting a mobile service involving an online game such as an MMORPG.
- Technologies are generally described herein for a load balancer configured to provide load balancing for a game between a database server and a game server. In some examples, the game in a cloud computing environment may be implemented using three server layers including a gateway server, a game server and a database server. In some examples, the load balancer may provide the load balancing between the database server and the game server to resolve a communication bottleneck therebetween due to increases in traffic. In some examples, in case of an online game, the load balancer may provide the load balancing between the database server and the game server to resolve the communication bottleneck caused by retrieval of a large volume of game data regarding virtual space of the game.
- In some examples, the load balancer may dynamically configure data caches for the database server based at least in part on at least one of a position and status of a player character in the virtual space of the game, and cache game data requested by a user (or a player) based at least in part on the dynamic configuration, thereby speeding up data accesses from the game server to the database server.
- In some examples, multiple cache servers, such as in-memory cache servers, that cache data retrieved from the database server may be used to reduce the number of accesses from the game server to the database server.
- In some examples, to improve response speed and service providing capacity (i.e., the number of players that can play the game simultaneously) of the online game service, the load balancer may manage copies of data among the multiple cache servers.
- In some examples, the load balancer may divide the virtual space into multiple areas, and manage the multiple cache servers such that each of the cache servers caches from the database server game data regarding one of the areas. The load balancer may manage association between the cache servers and the areas.
- In some examples, the load balancer may receive a request for game data from the user, and calculate a probability of movement of the player character from a first area to a second area, based at least in part on a status of the player character analyzed with reference to the received request.
- In some examples, the load balancer may calculate the probability statically in advance by using map information in the virtual space.
- In some examples, the load balancer may then calculate a copy factor from a second cache server corresponding to the second area to a first cache server corresponding to the first area, i.e., an amount of cached data to copy from the second cache server to the first cache server, based at least in part on the calculated probability.
- In some examples, by managing the copy factor for all areas and play characters, the cache servers may be configured to dynamically and/or automatically store information regarding areas to which player characters are likely to move, thereby reducing the number of accesses from the game server to the database server.
- In some examples, the load balancer may be implemented as a network appliance that is independent of the game server and the database server. Thus, the load balancer may be introduced in a cloud computing environment without considerably modifying existing infrastructure and applications, to improve response speed and service providing capacity of the online game service.
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FIG. 1 schematically shows an illustrative example of an environment in which a load balancer provides load balancing between a database server and a game server in accordance with at least some embodiments described herein. As depicted inFIG. 1 , auser client 110 may send to a game server 120 a request for game data, which may be stored in adatabase server 130. By way of example, but not limitation, the request maybe associated with at least one of an action and movement of a player character of a game for an online game service provided bygame server 120. - In some embodiments,
database server 130 may store the game data regarding a virtual space of the game, in which one or more player characters may exist. In some embodiments, cache servers 140-1, 140-2, . . . , 140-n may cache at least some of the game data stored indatabase server 130. In some embodiments, cache servers 140-1, 140-2, . . . , 140-n may respectively cache fromdatabase server 130 at least some of the game data associated with one of multiple areas in the virtual space. By way of example, but not limitation, cache servers 140-1, 140-2, . . . , 140-n may be in-memory cache servers. By way of example, but not limitation, respective sizes of the areas may vary depending on total number of cache servers 140-1, 140-2, . . . , 140-n provided in the cloud computing environment and/or memory capacity of cache servers 140-1, 140-2, . . . , 140-n. For example, in cases in which a sufficient number of cache servers 140-1, 140-2, . . . , 140-n are provided in the cloud computing environment and the memory capacity thereof is also sufficient, the area size may be set to be relatively small, while in cases in which the number of cache servers 140-1, 140-2, . . . , 140-n is not sufficient and/or the memory capacity thereof is small, the area size may be set to be relatively large. - In some embodiments, a
load balancer 150 may manage an association between cache servers 140-1, 140-2, . . . , 140-n and the areas of the virtual space. By way of example, but not limitation,load balancer 150 may allocate cache servers 140-1, 140-2, . . . , 140-n respectively to areas 160-1, 160-2, . . . , 160-n, and make cache servers 140-1, 140-2, . . . , 140-n respectively cache or retrieve fromdatabase server 130 the game data associated with areas 160-1, 160-2, . . . , 160-n. - In some embodiments,
load balancer 150 may also receive fromgame server 120 the request fromuser client 110. Then,load balancer 150 may analyze the received request and may acquire therefrom status information of a player character associated withuser client 110. By way of example, but not limitation, the status information may include at least one of position information, level information, equipment information, party organization information, quest information and transfer means information of the player character. - In some embodiments,
load balancer 150 may also calculate a probability of movement of the player character in the virtual space among areas based at least in part on the status information acquired from the request. By way of example, but not limitation,load balancer 150 may calculate probability of movement of the player character in the virtual space from the current location thereof to other areas in the virtual space, by taking into consideration a distance between the current location and the other areas. - In some embodiments,
load balancer 150 may also calculate a copy factor among cache servers 140-1, 140-2, . . . , 140-n, i.e., an amount of cached data to copy among cache servers 140-1, 140-2, . . . , 140-n, based at least in part on the calculated probability. By way of example, but not limitation,load balancer 150 may calculate the copy factor from cache server 140-2 corresponding to area 160-2 to cache server 140-1 corresponding to area 160-1, i.e., the amount of cached data to copy from cache server 140-2 corresponding to area 160-2 to cache server 140-1 corresponding to area 160-1, based at least in part on the calculated probability of movement of the player character associated withuser client 110 from area 160-1 to area 160-2. In some embodiments, the copy factor from cache server 140-2 to cache server 140-1 may increase as the calculated probability of movement from area 160-1 to area 160-2 increases. In some embodiments, the copy factor from cache server 140-2 to cache server 140-1 may decrease as a distance between area 160-1 and area 160-2 increases. - An example of the copy factor for copying information from a cache server corresponding to point x2y2 in virtual space to another cache server corresponding to point x1y1 in virtual space, i.e., copy_factor(x1y1, x2y2), may be calculated in accordance with example Formula I as follows:
-
- For
Formula 1, item_count(x2y2) denotes amount of cached data in the cache server corresponding to point x2y2; probability(x1y1, x2y2) denotes the probability of movement of the player character associated withuser client 110 from point x1y1 to point x2y2; and distance(x1y1, x2y2) denotes a distance from point x1y1 to point x2y2 in the virtual space. - In some embodiments,
load balancer 150 may dynamically manage or configure cache servers 140-1, 140-2, . . . , 140-n by copying the calculated amount of cached data among cache servers 140-1, 140-2, . . . , 140-n based at least in part on the copy factor calculated in accordance with Formula I above, thereby providing load balancing betweendatabase server 130 andgame server 120. - FIGS. 2(A)-(B) respectively show an illustrative example of a mesh structure for associating between cache servers and virtual space areas, and an illustrative example of copying cached data among the cache servers in accordance with at least some embodiments described herein. As depicted,
virtual space 200 may be divided into multiple areas 210-1, 210-2, . . . , 210-25. Although FIGS. 2(A)-(B) illustrate thatspace 200 is divided into twenty-five same-sized areas 210-1, 210-2, . . . , 210-25, it should be appreciated by one skilled in the relevant art thatspace 200 may also be divided into any number of and/or any sizes of areas. - In some embodiments, game data regarding areas 210-1, 210-2, . . . , 210-25 may be stored in a database server (e.g., database server 130). Multiple cache servers (e.g., cache servers 140-1, 140-2, . . . , 140-n) may retrieve and/or cache game data regarding areas 210-1, 210-2, . . . , 210-25 from the database server to reduce number of accesses to the database server. In some embodiments, each of the multiple cache servers may be associated with or allocated to each of areas 210-1, 210-2, . . . , 210-25, and cache the game data regarding the corresponding one of areas 210-1, 210-2, . . . , 210-25.
- As depicted in
FIG. 2(A) , when a player character is currently located at area 210-14, a load balancer (e.g., load balancer 150) may calculate probabilities of movement of the player character from area 210-14 to other areas, and may calculate copy factors from other cache servers corresponding to the other areas to a cache server corresponding to area 210-14. By way of example, but not limitation, when the load balancer finds and calculates the probabilities of movement of the player character from area 210-14 to other areas as depicted inFIG. 2(A) , and finds the amount of cached data in each of the cache servers corresponding to the areas as depicted inFIG. 2(B) , the load balancer may calculate the respective copy factors from the cache servers corresponding to the other areas from the cache server corresponding to area 210-14 in accordance with Formula I above. The load balancer may dynamically manage or configure the cache servers by copying the cached data among cache servers based at least in part on the copy factor calculated in accordance with Formula I above, thereby providing load balancing between the database server and a game server. -
FIG. 3 shows a schematic block diagram of an illustrative example of a load balancer configured to provide load balancing between a database server and a game server in accordance with at least some embodiments described herein. As depicted, aload balancer 150 may include a receivingunit 310, aplayer status analyzer 320, acache manager 330, amovement probability calculator 340, acopy factor calculator 350 and aninstructing unit 360. Although illustrated as discrete components, various components may be divided into additional components, combined into fewer components, or eliminated altogether while being contemplated within the scope of the disclosed subject matter. - Receiving
unit 310 may be configured to receive a request for a player character from a user client of a game. In some embodiments, the request for the player character may be associated with at least one of an action and movement of the player character. By way of example, but not limitation, the action of the player character may be associated with an action using a transfer means in a virtual space of the game. -
Player status analyzer 320 may be configured to analyze a status of the player character located in the virtual space. In some embodiments, the virtual space may be configured to have multiple areas and the player character may be located in a first area among the multiple areas. By way of example, but not limitation, the status of the player character may be associated with information of position of the player character, information of level of the player character, information of equipment of the player character, organization information of party including the player character, information of quest of the player character and information of transfer means which the player character is using. - In some embodiments,
player status analyzer 320 may analyze the status of the player character based on the request for the player character. By way of example, but not limitation, the request may include information of the player character, andplayer status analyzer 320 may obtain the information of the player character from the request and analyze the status of the player character using the acquired information. -
Cache manager 330 may be configured to associate the multiple areas (e.g., areas 160-1, 160-2, . . . , 160-n) of the virtual space with multiple cache servers (e.g., cache servers 140-1, 140-2, . . . , 140-n). In some embodiments, each of the cache servers may cache from a database server (e.g., database server 130) information on an area allocated thereto. In some embodiments, the cache servers may include in-memory cache servers. -
Movement probability calculator 340 may be configured to calculate a probability of movement of the player character from the first area to a second area among the multiple areas. In some embodiments,movement probability calculator 340 may calculate the probability based at least in part on the status of the player analyzed byplayer status analyzer 320, such as the information of level of the player character, the organization information of party including the player character, the information of quest of the player character and the information of transfer means which the player character is using. -
Copy factor calculator 350 may be configured to calculate a copy factor from a second cache server corresponding to the second area to a first cache server corresponding to the first area, that is, amount of cached data to copy from the second cache server corresponding to the second area to the first cache server corresponding to the first area based at least in part on the probability of movement calculated bymovement probability calculator 340. In some embodiments,copy factor calculator 350 may calculate the amount of cached data to copy from the second cache server to the first cache server considering a distance between the first area and the second area. - Instructing
unit 360 may be configured to instructcache manager 330 to copy data associated with the second area from the second cache server to the first cache server based at least in part on the amount of cache copy calculated bycopy factor calculator 350, thereby providing load balancing between the database server and the game server. In some embodiments, the data associated with the second area include at least one of environmental information of the second area and information of the player character at the second area. By way of example, but not limitation, the environment information of the first area and the environment information of the second area may include weather information of the first area and the second area, respectively. -
FIG. 4 schematically shows an illustrative example system configured to provide load balancing between a database server and a game server in accordance with at least some embodiments described herein. As depicted, when a user runs or executes on user client 110 a game program such as, for example, massive multiplayer online role playing game (MMORPG) program,user client 110 may send to game server 120 a request for game data related to a player character in a virtual space, which may be stored indatabase server 130. Then,game server 120 may send the received request to loadbalancer 150. - In some embodiments, receiving
unit 310 inload balancer 150 may receive the request for game data from game server. Then, receivingunit 310 may send the received request toplayer status analyzer 320. In some embodiments,player status analyzer 320 may analyze a status of the player character based on the request, which is associated with an action or movement of the player character. - In some embodiments,
cache manager 330 inload balancer 150, which may manage an association between cache servers 140-1, 140-2, . . . , 140-n and virtual space areas, may find relevant cache servers including a cache server corresponding to the current location of the player character based at least in part on the status of the player character analyzed byplayer status analyzer 320. - In some embodiments,
movement probability calculator 340 inload balancer 150 may calculate a probability of movement of the player character from a first virtual space area, to which the current location of the player character may belong, to a second virtual space area, based at least in part on the status of the player character analyzed byplayer status analyzer 320. - In some embodiments,
copy factor calculator 350 inload balancer 150 may calculate an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the probability calculated bymovement probability calculator 340. - In some embodiments, instructing
unit 360 may instructcache manager 330 to copy data associated with the second area from the second cache server to the first cache server based at least in part on the calculated amount of cache copy. - In some embodiments,
load balancer 150 may dynamically manage or configure cache servers 140-1, 140-2, . . . , 140-n by copying the calculated amount of cached data from the second cache server to the first cache server based at least in part on the amount of cached data to copy from the second cache server to the first cache server calculated bycopy factor calculator 350. -
FIG. 5 shows an example flow diagram of a process for providing load balancing between a database server and a game server in accordance with at least some embodiments described herein. The method inFIG. 5 may be implemented in a load balancer such asload balancer 150 including receivingunit 310,player status analyzer 320,cache manager 330,movement probability calculator 340,copy factor calculator 350 and instructingunit 360 discussed above. An example process may include one or more operations, actions, or functions as illustrated by one ormore blocks block 500. - At
block 500, the load balancer may receive a request related to a player character located in a virtual space from a player of a game associated with the player character. By way of example, but not limitation, the request may be associated with at least one of an action and movement of the player character. In some embodiments, the virtual space may be configured to have multiple areas and the player character may be located in a first area among the multiple areas. Processing may continue fromblock 500 to block 510. - At
block 510, the load balancer may analyze a status of the player character based at least in part on the request related to the player character. By way of example, but not limitation, the status of the player character is associated with at least one of position information, level information, equipment information, party organization information, quest information and transfer means information of the player character. Processing may continue fromblock 510 to block 520. - At
block 520, the load balancer may calculate a probability of movement of the player character from the first area to a second area among the multiple areas. In some embodiments, the load balancer may calculate the probability based at least in part on the analyzed status. By way of example, but not limitation, the load balancer may calculate the probability considering the information of level of the player character, the organization information of party including the player character, the information of quest of the player character and the information of transfer means which the player character is using. Processing may continue fromblock 520 to block 530. - At
block 530, the load balancer may calculate an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area, i.e., a copy factor from the second cache server to the first cache server. - In some embodiments, the load balancer may calculate the amount of cached data to copy based at least in part on the calculated probability.
- In some embodiments, the load balancer may calculate the amount of cached data to copy further based on a distance between the first area and the second area.
- In some embodiments, the first cache server and the second cache server may respectively cache from a database server information on the first area and information on the second area.
- In some embodiments, the higher the probability of movement is, the larger the amount of cache copy is.
- In some embodiments, the load balancer may dynamically manage or configure the cache servers by copying the calculated amount of cached data from the second cache server to the first cache server.
- One skilled in the art will appreciate that, for this and other processes and methods disclosed herein, the functions performed in the processes and methods may be implemented in differing order. Furthermore, the outlined steps and operations are only provided as examples, and some of the steps and operations may be optional, combined into fewer steps and operations, or expanded into additional steps and operations without detracting from the essence of the disclosed embodiments.
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FIG. 6 illustrates computer program products that may be utilized to provide load balancing between a database server and a game server in accordance with at least some embodiments described herein.Program product 600 may include a signal bearing medium 602. Signal bearing medium 602 may include one ormore instructions 604 that, when executed by, for example, a processor, may provide the functionality described above with respect toFIGS. 1-5 . By way of example,instructions 604 may include: one or more instructions for managing association between areas in a virtual space and cache servers, each of which caches from the database server some of the game data associated with a corresponding area; one or more instructions for calculating amount of cached data to copy from a second cache server corresponding to a second area to a first cache server corresponding to a first area based at least in part on probability of movement of a game character from the first area to the second area and distance between the first area and the second area. Thus, for example, referring toFIG. 3 ,load balancer 150 may undertake one or more of the blocks shown inFIG. 5 in response toinstructions 604. - In some implementations, signal bearing medium 602 may encompass a computer-
readable medium 606, such as, but not limited to, a hard disk drive, a CD, a DVD, a digital tape, memory, etc. In some implementations, signal bearing medium 602 may encompass arecordable medium 608, such as, but not limited to, memory, read/write (R/W) CDs, R/W DVDs, etc. In some implementations, signal bearing medium 602 may encompass acommunications medium 610, such as, but not limited to, a digital and/or an analog communication medium (e.g., a fiber optic cable, a waveguide, a wired communications link, a wireless communication link, etc.). Thus, for example,program product 600 may be conveyed to one or more modules ofload balancer 150 by an RF signal bearing medium 602, where the signal bearing medium 602 is conveyed by a wireless communications medium 610 (e.g., a wireless communications medium conforming with the IEEE 802.11 standard). -
FIG. 7 is a block diagram illustrating an example computing device that may be utilized to provide a load balancing between a database server and a game server in accordance with at least some embodiments described herein. In these examples, elements ofcomputing device 700 may be arranged or configured for a cloud computing system hosting a mobile service involving an online game such as an MMORPG. In a very basic configuration 702,computing device 700 typically includes one ormore processors 704 and asystem memory 706. A memory bus 708 may be used for communicating betweenprocessor 704 andsystem memory 706. - Depending on the desired configuration,
processor 704 may be of any type including but not limited to a microprocessor (μP), a microcontroller (μC), a digital signal processor (DSP), or any combination thereof.Processor 704 may include one more levels of caching, such as a level onecache 710 and a level two cache 712, aprocessor core 714, and registers 716. Anexample processor core 714 may include an arithmetic logic unit (ALU), a floating point unit (FPU), a digital signal processing core (DSP Core), or any combination thereof. Anexample memory controller 718 may also be used withprocessor 704, or in someimplementations memory controller 718 may be an internal part ofprocessor 704. - Depending on the desired configuration,
system memory 706 may be of any type including but not limited to volatile memory (such as RAM), non-volatile memory (such as ROM, flash memory, etc.) or any combination thereof.System memory 706 may include anoperating system 720, one ormore applications 722, andprogram data 724.Application 722 may includeinstructions 726 that may be arranged to perform the functions as described herein including the actions described with respect to the architecture ofload balancer 150 as shown inFIG. 3 or including the actions described with respect to the flow charts shown inFIG. 5 .Program data 724 may include data that may be utilized for implementing instructions 726 (e.g., a mesh structure for associating between cache servers and virtual space areas). In some examples,application 722 may be arranged to operate withprogram data 724 on anoperating system 720 such that implementations for instructions for a load balancer as described herein. -
Computing device 700 may have additional features or functionality, and additional interfaces to facilitate communications between basic configuration 702 and any required devices and interfaces. For example, a bus/interface controller 730 may be used to facilitate communications between basic configuration 702 and one or moredata storage devices 732 via a storage interface bus 734.Data storage devices 732 may beremovable storage devices 736,non-removable storage devices 738, or a combination thereof. Examples of removable storage and non-removable storage devices include magnetic disk devices such as flexible disk drives and hard-disk drives (HDD), optical disk drives such as compact disk (CD) drives or digital versatile disk (DVD) drives, solid state drives (SSD), and tape drives to name a few. Example computer storage media may include volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information, such as computer readable instructions, data structures, program modules, or other data. -
System memory 706,removable storage devices 736 andnon-removable storage devices 738 are examples of computer storage media. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which may be used to store the desired information and which may be accessed by computingdevice 700. Any such computer storage media may be part ofcomputing device 700. -
Computing device 700 may also include an interface bus 740 for facilitating communication from various interface devices (e.g.,output devices 742,peripheral interfaces 744, and communication devices 746) to basic configuration 702 via bus/interface controller 730.Example output devices 742 include a graphics processing unit 748 and an audio processing unit 750, which may be configured to communicate to various external devices such as a display or speakers via one or more A/V ports 752. Exampleperipheral interfaces 744 include aserial interface controller 754 or a parallel interface controller 756, which may be configured to communicate with external devices such as input devices (e.g., keyboard, mouse, pen, voice input device, touch input device, etc.) or other peripheral devices (e.g., printer, scanner, etc.) via one or more I/O ports 758. Anexample communication device 746 includes anetwork controller 760, which may be arranged to facilitate communications with one or moreother computing devices 762 over a network communication link via one ormore communication ports 764. - The network communication link may be one example of a communication media. Communication media may typically be embodied by computer readable instructions, data structures, program modules, or other data in a modulated data signal, such as a carrier wave or other transport mechanism, and may include any information delivery media. A “modulated data signal” may be a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communication media may include wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, radio frequency (RF), microwave, infrared (IR) and other wireless media. The term computer readable media as used herein may include both storage media and communication media.
-
Computing device 700 may be implemented as a portion of a small-form factor portable (or mobile) electronic device such as a cell phone, a personal data assistant (PDA), a personal media player device, a wireless web-watch device, a personal headset device, an application specific device, or a hybrid device that include any of the above functions.Computing device 700 may also be implemented as a personal computer including both laptop computer and non-laptop computer configurations. - The present disclosure is not to be limited in terms of the particular embodiments described in this application, which are intended as illustrations of various aspects. Many modifications and variations can be made without departing from its spirit and scope, as will be apparent to those skilled in the art. Functionally equivalent methods and apparatuses within the scope of the disclosure, in addition to those enumerated herein, will be apparent to those skilled in the art from the foregoing descriptions. Such modifications and variations are intended to fall within the scope of the appended claims. The present disclosure is to be limited only by the terms of the appended claims, along with the full scope of equivalents to which such claims are entitled. It is to be understood that this disclosure is not limited to particular methods, reagents, compounds, compositions or biological systems, which can, of course, vary. It is also to be understood that the terminology used herein is for the purpose of describing particular embodiments only, and is not intended to be limiting.
- With respect to the use of substantially any plural and/or singular terms herein, those having skill in the art can translate from the plural to the singular and/or from the singular to the plural as is appropriate to the context and/or application. The various singular/plural permutations may be expressly set forth herein for sake of clarity.
- It will be understood by those within the art that, in general, terms used herein, and especially in the appended claims (e.g., bodies of the appended claims) are generally intended as “open” terms (e.g., the term “including” should be interpreted as “including but not limited to,” the term “having” should be interpreted as “having at least,” the term “includes” should be interpreted as “includes but is not limited to,” etc.). It will be further understood by those within the art that if a specific number of an introduced claim recitation is intended, such an intent will be explicitly recited in the claim, and in the absence of such recitation no such intent is present. For example, as an aid to understanding, the following appended claims may contain usage of the introductory phrases “at least one” and “one or more” to introduce claim recitations. However, the use of such phrases should not be construed to imply that the introduction of a claim recitation by the indefinite articles “a” or “an” limits any particular claim containing such introduced claim recitation to embodiments containing only one such recitation, even when the same claim includes the introductory phrases “one or more” or “at least one” and indefinite articles such as “a” or “an” (e.g., “a” and/or “an” should be interpreted to mean “at least one” or “one or more”); the same holds true for the use of definite articles used to introduce claim recitations. In addition, even if a specific number of an introduced claim recitation is explicitly recited, those skilled in the art will recognize that such recitation should be interpreted to mean at least the recited number (e.g., the bare recitation of “two recitations,” without other modifiers, means at least two recitations, or two or more recitations). Furthermore, in those instances where a convention analogous to “at least one of A, B, and C, etc.” is used, in general such a construction is intended in the sense one having skill in the art would understand the convention (e.g., “a system having at least one of A, B, and C” would include but not be limited to systems that have A alone, B alone, C alone, A and B together, A and C together, B and C together, and/or A, B, and C together, etc.). In those instances where a convention analogous to “at least one of A, B, or C, etc.” is used, in general such a construction is intended in the sense one having skill in the art would understand the convention (e.g., “a system having at least one of A, B, or C” would include but not be limited to systems that have A alone, B alone, C alone, A and B together, A and C together, B and C together, and/or A, B, and C together, etc.). It will be further understood by those within the art that virtually any disjunctive word and/or phrase presenting two or more alternative terms, whether in the description, claims, or drawings, should be understood to contemplate the possibilities of including one of the terms, either of the terms, or both terms. For example, the phrase “A or B” will be understood to include the possibilities of “A” or “B” or “A and B.”
- In addition, where features or aspects of the disclosure are described in terms of Markush groups, those skilled in the art will recognize that the disclosure is also thereby described in terms of any individual member or subgroup of members of the Markush group.
- As will be understood by one skilled in the art, for any and all purposes, such as in terms of providing a written description, all ranges disclosed herein also encompass any and all possible subranges and combinations of subranges thereof. Any listed range can be easily recognized as sufficiently describing and enabling the same range being broken down into at least equal halves, thirds, quarters, fifths, tenths, etc. As a non-limiting example, each range discussed herein can be readily broken down into a lower third, middle third and upper third, etc. As will also be understood by one skilled in the art all language such as “up to,” “at least,” and the like include the number recited and refer to ranges which can be subsequently broken down into subranges as discussed above. Finally, as will be understood by one skilled in the art, a range includes each individual member. Thus, for example, a group having 1-3 cells refers to groups having 1, 2, or 3 cells. Similarly, a group having 1-5 cells refers to groups having 1, 2, 3, 4, or 5 cells, and so forth.
- From the foregoing, it will be appreciated that various embodiments of the present disclosure have been described herein for purposes of illustration, and that various modifications may be made without departing from the scope and spirit of the present disclosure. Accordingly, the various embodiments disclosed herein are not intended to be limiting, with the true scope and spirit being indicated by the following claims.
Claims (22)
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KR1020130030940A KR101593464B1 (en) | 2012-03-22 | 2013-03-22 | Load balancing for game |
JP2015173473A JP6207558B2 (en) | 2012-03-22 | 2015-09-03 | How to calculate the amount of cache data |
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CN105553707A (en) * | 2015-12-14 | 2016-05-04 | 江苏名通信息科技有限公司 | MMORPG game server end |
US20160236088A1 (en) * | 2013-12-23 | 2016-08-18 | Hong C. Li | Provision of a virtual environment based on real time data |
CN106209963A (en) * | 2016-05-27 | 2016-12-07 | 北京畅游天下网络技术有限公司 | The method, server and the cluster that realize object transmission in a kind of MMORPG game |
CN107198884A (en) * | 2017-05-26 | 2017-09-26 | 合肥充盈信息科技有限公司 | A kind of method that scene of game is efficiently loaded into |
US10188952B1 (en) * | 2015-12-18 | 2019-01-29 | Controlled Protocols, Inc. | Method for dynamically mapping servers |
CN109646951A (en) * | 2018-12-12 | 2019-04-19 | 北京像素软件科技股份有限公司 | Game information synchronous method and device |
CN110046102A (en) * | 2019-04-19 | 2019-07-23 | 深圳市腾讯网域计算机网络有限公司 | Balance detection method, device, equipment and the storage medium of virtual weapons |
CN110855708A (en) * | 2019-11-26 | 2020-02-28 | 上海莉莉丝科技股份有限公司 | Game server architecture |
CN111803929A (en) * | 2020-05-26 | 2020-10-23 | 厦门雅基软件有限公司 | Control object switching method and device, electronic equipment and computer storage medium |
US11003499B1 (en) * | 2017-06-14 | 2021-05-11 | Amazon Technologies, Inc. | Resource allocation based on agent behavior in a simulation environment |
CN119113510A (en) * | 2024-08-14 | 2024-12-13 | 开元云(北京)科技有限公司 | An intelligent management system for high performance computing user quotas |
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US9233304B2 (en) * | 2012-03-22 | 2016-01-12 | Empire Technology Development Llc | Load balancing for game |
US9220982B2 (en) * | 2012-05-04 | 2015-12-29 | Blizzard Entertainment, Inc. | Cross-realm zones for interactive gameplay |
JP2017037446A (en) * | 2015-08-10 | 2017-02-16 | 日本電信電話株式会社 | Game server device and distributed processing method |
JP6383336B2 (en) * | 2015-08-10 | 2018-08-29 | 日本電信電話株式会社 | Server management apparatus and server management method |
WO2021183664A1 (en) * | 2020-03-13 | 2021-09-16 | Google Llc | Peer-to-peer multiplayer cloud gaming architecture |
JP6838187B1 (en) * | 2020-05-29 | 2021-03-03 | 株式会社Cygames | Server, game system and processing method |
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US20160236088A1 (en) * | 2013-12-23 | 2016-08-18 | Hong C. Li | Provision of a virtual environment based on real time data |
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CN106209963A (en) * | 2016-05-27 | 2016-12-07 | 北京畅游天下网络技术有限公司 | The method, server and the cluster that realize object transmission in a kind of MMORPG game |
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CN109646951A (en) * | 2018-12-12 | 2019-04-19 | 北京像素软件科技股份有限公司 | Game information synchronous method and device |
CN110046102A (en) * | 2019-04-19 | 2019-07-23 | 深圳市腾讯网域计算机网络有限公司 | Balance detection method, device, equipment and the storage medium of virtual weapons |
CN110855708A (en) * | 2019-11-26 | 2020-02-28 | 上海莉莉丝科技股份有限公司 | Game server architecture |
CN111803929A (en) * | 2020-05-26 | 2020-10-23 | 厦门雅基软件有限公司 | Control object switching method and device, electronic equipment and computer storage medium |
CN119113510A (en) * | 2024-08-14 | 2024-12-13 | 开元云(北京)科技有限公司 | An intelligent management system for high performance computing user quotas |
Also Published As
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JP2016005632A (en) | 2016-01-14 |
KR20130108188A (en) | 2013-10-02 |
US9233304B2 (en) | 2016-01-12 |
JP6207558B2 (en) | 2017-10-04 |
JP2013208426A (en) | 2013-10-10 |
KR101593464B1 (en) | 2016-02-15 |
JP5806248B2 (en) | 2015-11-10 |
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